Wings 3D/Tutorials/Modeling a generic helicopter

This tutorial provides instruction which could be considered formulaic for modeling a basic helicopter via box modeling. Though primarily directed towards users of Wings 3D, the same concepts can be applied to any modeling program that employs box modeling and Catmull Clark subdivision as a construction method. The version of Wings 3D used is 0.98.35, there may be better tools available in subsequent releases which are not employed here. Likewise this instruction may show features not available in earlier and older versions. Even though this tutorial is fairly basic, it may not point out every detail or concept in the program. Hints for default keyboard shortcuts will be in bold capitals. You should familiarize yourself with the general features and operations described in the Wings 3D manual before starting if you haven't done so already.

Smooth the model. It should appear similar to the example.
Note the subtle difference in the extra edges in the previous step caused in the tail.
Now there are extra surfaces to work with in later steps.

Add edges to conrtrol future smoothing (shown selected.)
A handy technique to use for "control edgeloops" is the double-slide.
This is done by sliding to the extreme in relative mode, and then making another adjustment in absolute mode.
(Note the information on the lower right status area of the Wings3d window.)
This is also a good time to make airfoil shape adjustments to the stabilizers.

Without deselecting faces from the previous step, hit L for Loop.
This will select the edge loop around the region of selected faces. Then slide.
You may need to make some other adjustments to square it up.

Select the fuselage body and Smooth.
You should have something akin to what is in the example picture.
While in body mode, this is now a good time to rename it to "Fuselage"
instead of "Cube1" if you haven't done so already.
We'll probably not mess with the fuselage again until texturing time.